Don't sell yourself short- 4 weeks to port this game is an absolutely impressive timeline. Bravo, looks great! I would also volunteer that the music actually sounds BETTER on your version.
This right here, not only did you port the game to a less powerful system, but you did it in ASM, in 4 weeks, music, GFX and even added your own features. That is an incredible amount of work accomplished in a really short amount of time.
@@WelshProgrammer to be fair your over emphasizing the impressiveness as the code for the game was simple even for a 486, stop your david l butt hole sniffing your nose is already brown
"Brings back memories." My friend, you sent Tran back into the happy place in his mind with your game port. He didn't say it, but that statement for a programmer is them experiencing pure nostalgia. You definitely made Tran very happy with this.
Not only someone remembered the game he partly made 30ish years ago, but want to port it? It REALLY made his whole day, if not year. (Im assuming, but its a safe bet)
The main reason why ports take less time than creating a new game is that when you create a port, you know exactly what you're going to do.. in the case of a new game, you have to invent things first, then you have to implement them, test them if they work, and if not, change them and test them again.. this is the process that takes the most time..
@@AndersHolck Well it's a good thing that your opinion isn't shared by the thousands of hardworking programmers that have created new code to port games to other platforms. Otherwise virtually nothing would ever have been ported. What a stupid, conceited worldview. You should be ashamed of yourself.
@@bruwin i believe you totally misunderstood my statement. By the way, been a hard-working developer myself for over 30 years. Porting or rewriting games between platforms, scene, demos etc. So, guess you're fired.
Love these game development videos. I thoroughly enjoy all your history and restoration videos, but your game development videos are still my favorite.
Dat game music stayed with me till today. Everyone knows how scarce games were before internet distribution and games that hit you right there in the emotion were treasured. Great job on porting!
Thank you for your hard work! There's another VERY replay-ability-able game, Rock'n'Roll, on Amiga, and it'd be great to see this game perform on X16! The music is also pretty cool! :)
Are you insane? Perhaps we just have very different tastes. I think the DOS version not only sounds better, but the X16 version doesn't really sound anything like it. In the DOS version, you can hear very distinctly, multiple instruments being played at the same time. I just assume when/if the X16 gets a good tracker, this can be fixed.
@@Akira625 EDIT: This is not true. I misunderstood FM and everything that follows is based on a false premise. Sorry about that. END EDIT But isn't FM capable of playing back anything? Like a wave file in DOS, the Sound Blaster can play back captured CD sound. A 100 piece orchestra could be played back.
Well done David! And nico on the music port! Speaking of the music, the original composer, Andrew Sega (a.k.a. necros in the demoscene) is one of the best composers out there. Well worth checking out his other work both in games and in bands / solo projects
Wow, my childhood was filled with releases by Tran. Kaeon was another that I only re-found recently after asking around on Reddit based on vague memories of a space and forest themed level design. And the Black Glass demos were often music background when I was in my room.
Love it! You know what I'd like to see even more? A (long form) code walkthrough. I'm very interested in your code architecture and some of your routines. Would be very educational.
Most of the makers of the Chronicles of Riddick: Escape from Butcher Bay had backgrounds from the demoscene. In addition to being one of the best movie tie-in games of all time, it's also extremely impressive technically back then (this game actually predates Half-Life 2).
Hearing you talk about sprites reminded me about when i was in college for game design, and I made a couple games in game maker. The final game me and my partner made was called Octospace, we didn't have a decent amount of time to do artwork so we ended up using a few sprites from game maker. I still have it on an external hard drive somewhere.
Regarding demoscene crews making games, Remedy Entertainment (Max Payne, Alan Wake, Control) was founded by members of Future Crew, creators of one of the demos shown at the beginning of this video.
I played this game back in the 90s at MSDOS - i used hours on it, i did not realize until I saw the video, but i remember now. I did not remember the name of it but it was clearly that game :) fun times.
I still use PSP 7 for everything related to editing pictures, resizing, color, everything. I'm so used to it, it works, I never bothered trying to learn more advanced programs. And for audio I still use Goldwave to edit or reecord, and Winamp to listen to mp3 hahaha.
@@pelgervampireduck wow, winamp. The memories come back. I designed my own decals and sent them to a computer magazine that chose the best and gave them on a disc monthly. Thank you for bringing it back to me
I loved PSP for it's ability to mix Vector and Bitmaps layers in the one image. I used it a lot and bought after Corel took it over I bought the latest version as it had some great features. It was unreliable and kept crashing. I didn't want to move to Photoshop so instead went down the GIMP/Inkscape route. Works for my simple needs but I do miss the workflow from PSP. Sidenote: I did an evening course on Photoshop after using PSP for a couple of years and it's workflow felt completely wrong. Kind of made me realise why people don't want to switch software as they know how to be productive with the tools they have and switching means unlearning all that and learning a new workflow.
I miss it. I remember it having such a slick interface for getting things done quickly. Switching to Gimp felt like a step backwards because the interface puts unnecessary extra steps in your way.
Without sharing too much, I used to create Mortal Kombat II custom fatalities as .flv files using Paint Shop Pro and PC Paint years and years ago. I even took custom orders from my friends. Ah... Simpler times. I miss those days! Amazing video too. I guiltily watch a lot of your content and reminisce. Great work! Nice shop. I'm jealous.
It's pretty cool watching game development content on The 8-Bit Guy! Quite multi-talented - I'm impressed with what you did on the X16 and I'm looking forward to more videos like this!
Paint Shop Pro is a great choice and is my daily driver for making graphics. I use version 7.04. Extra bonus feature of the program: It has no EXIF implementation, so if you save all your images with it before uploading them, pictures of your murders and various other atrocities won't easily allow the authorities to find you by the location data embedded in most contemporary phone and digital camera images.
You guys did an excellent job with this port. Doing this in assembly language wouldn't be easy either. The porting of the music was well done too. Great work!
This is a wonderful demonstration of some of the challenges and creativity that came with porting games back in the day. Nowadays the main consoles and PCs all have very similar hardware and capabilities, but back in the 90s two systems would have wildly different internals with very different capabilities. Some things straight up were not possible to port over and other things required getting creative. It led to some incredible pieces of coding as programmers worked to utilize every trick in the book to squeeze what they wanted out of the hardware available. The demoscene was and remains one of the coolest things to ever emerge out of coding. Pushing hardware limitations into an artform and creating some absolutely wild things. A personal favorite of mine being .Kkrieger. An FPS with some rather impressive visuals that fits in only a couple of kilobytes of storage!
Awesome work. You have gone above and beyond to make that port as close to the original as possible. Btw. you should have a look at "TRSE" (Turbo Rascal Syntax Error). It's an IDE written by Democoders to create software for old systems (C64, NES, C128, ...) with a pascal like syntax. Much easier to code then assembler and most of the hardware-specific memory locations are also mapped to variables.
A very solid port and nice summary of how you got past the various challenges. You are spot on with the recommendation for programmers who are learning to start with a game with simple mechanics, it allows you to make a completed game sooner and learn about all of the supplementary things you need in every game to finish them off.
The in game manual mentions they used Watcom C and a specific version of Assembly. Rather interesting what they put into that in game manual/help screens.
I'm assuming thats due to their roots in the demo scene. Or just the general vibe of software development at the time, especially if they got started in the 1980s, where you would find programs printed in magazines.
“ One of the first PC games to actually look as good as an arcade machine of the era” This is the point I always try to make when people wonder what happened to arcades. The atmosphere of an arcade may have been amazing, but the main draw was that you couldn’t get graphics anywhere near an arcade at home… That’s just not true anymore
That is so sweet that the original creator of that game message you and gave you praise I mean I worked really hard on this Creation in a video game called space engineers and I made a fully working fallout New Vegas flatbed truck and it's really hard to create something that works really really really well in space engineers it is a physics engine pretty much on steroids and I told a TH-camr that his video inspired me to do it and he gave me praise and I was smiling for the rest of that week so it was a real life changing experience
Hats off to Nicco1690 for such a fantastic job converting that music Also, David, maybe you could just slow the animation speed of the backgrounds to make them less distracting. Wow Tran, he's still around. Cool!
Nice work! A game I liked from my Amiga days that I recreated in part, was a Tetris style game where every time you completed a line, it reveals more of a background image. You move on when you have the complete image and get a new one. It was a fun way to do things. Some of the original images were designed so that, in one example, it looked like the sexy body of a female as the image was slowly revealed from bottom to top until get get near the top and realize, it's actually a candle and some of those curves were blobs of wax on it. Fun game.
I felt this is a good port, I would ever appreciate to look forward for porting more Games to X16. Edit: I did made a Andres Plays video recently for playing the Xixit X16 Port!
Thank you for showcasing the use of Furnace Tracker in Commander X16 development! This open-source project is still in development and helps are appreciated!
Xixit is one game that I've been trying to aquire a copy of for years to no avail. The closest you can come to a common release is Chain Reaction but that version completely redoes the soundtrack and dammit I want my demoscene sounds.
Awesome job. Thank you for sharing that with us. My initial interest in the Commander was mildly curious, but videos like this are changing that, and I'm probably going to download the emulator the first chance I get.
future crew morphed into remedy sort of. anyway who would become digital extremes wrote epic pinball, supposedly with some input from fc guys or something like that. plenty of demoscene coders ended up in the industry though
Wasn't James Schmalz the one who worked on Epic Pinball? He had no affiliations with Future Crew, and end up establishing Digital Extremes. From the credits, FC's involvement is minimal.
@@MakotoIchinose They had an unfinished pinball game demo. Tim Sweeney couldn’t convince them to join Epic, so Schmalz built a new version from scratch. Without the FC, I doubt that Epic would have built it.
AFAIK after seeing Final Reality, Tim Sweeney was so impressed he wanted to hire the Future Crew. They showed him a pinball game demo they've been making, but they didn't want Epic Games to finish it, so they hired Schmalz to make one from scratch. He did it in 9 months, pure assembly, while in college
4 weeks to do this in assembly is absolutely mind boggling! Excellent work man. I can't wait to someday get myself a real Commander X16! Also, if you ever want something like a nice retro style walnut case for your X16, I'd love to make it! I'm a woodworker in my spare time.
This was the video that introduced me to Xixit. Given it was released years before I was born, I of course had never heard of it, so this video had me curious. And now I love playing this game, it's surprisingly fun and addictive for such a simple game
I used to love playing Columns as a child. I was poor and wasn't allowed to leave the house much. It was one of the only games I had. I used to spent all day playing it more times than I can count. Most of early summer breaks were playing that.Sometimes I would just listen to the music.
Many game developers especially in Northern Europe started from demoscene, example the companies Housemarque and Remedy Entertainment (0:11 Future Crew demo) from Finland, and DICE from Sweden. Also, the company IO Interactive has it's origins in demoscene, as well as Jesper Kyd (composer), both from Denmark.
Normally in a game like this once the sprites were settled, you redraw them in the background layer to free of your sprite objects for other effects, though I'm sure it makes it simpler when the hardware has that may sprites.
It's quite amazing that you have gotten very nearly every the original 486 game running in a something effectively slightly less powerful than a 286, something more akin to a souped up Commodore 64 with an REU or SuperCPU. Albeit with a far nicer video card for these sort of games than was common for 286 systems, maybe something like an Amiga almost? And in just 4 weeks! On a system you had a very large part in creating. Your work ethic and brilliance is an inspiration, no joke.
On the PC with original vga anything with 256 colors over 320x200 required messing with the display registers directly and among other things disabling the automated bank controls. Those extra 40 lines required a bunch of extra coding, SWIV 3D went all the way up to 320x400 which is the highest you could go and double buffer on classic vga.
Indeed. I actually asked Tran why he used the 240 mode in Xixit and he just said "because it looked better." I thought that was a lot of extra work for 40 more lines of screen resolution. But he gets my respect for putting in the extra polish on things like that!
@@donerlando9949 Yes! VGA would output either 400 or 480 lines with 200 lines modes scanning lines twice to get 400. 240 was never a standard mode but you can see how the right register tweaks allowed it. It was 320x240 > 64k that made it tough as you has to mess with the bank registers.
🤦♂️😂😂😂 I had not started the video and was just so amazed by the title that you ported x-init! Looks like I got ahead of myself 😂😂 either way I’m sure the game port is cool too.
Wow! That music recomposition is brilliant! Could have fooled me, I'd have just thought it was an even higher sample rate than the original. Bravo! This is a very cool project and I hope to be able to buy an X16 soon. It gets more and more interesting every day. On the plasma, you might have gotten away with scrolling a repeating pattern on that layer while you were cycling the colors. This might have taken less time at least!
You say it turned out "pretty good". Dude! You are porting a game developed for a i486, a 32-bit CPU to a freaking 8-bit 6502! This is a fantastic port! I'm staggered at the work you've done!
Wow. Just wow! Well done indeed! That 8-bit block set is my favourite! Oddly enough this game reminds me of Popcap's Bejeweled Classic that I sometimes play on the iPad as a casual no-brainer fun game!
Almost all artists are perfectionists when it comes to their own products. Like Evan says, don't sell yourself short! As a "musician" (I just like to play guitar a lot lol), I should have a dozen albums out by age 44 but I always think my ideas suck. David, you rock. Never forget it! -4A 41 53 4F 4E
Excellent work. This game looks great and amazingly playable. Just goes to show, time spent programming vs playability isn't always a 1 to 1 trade-off.
Looking forward to the X16. The time put into the hardware is amazing to me. I'm pretty impressed. Something else I want to ask is can there be another Planet X game for the X16? After all, it has so much you need to make that possible, right?
I've thought a lot about making a Planet-X series game.. but if I did, it would be quite a bit more advanced that the previous ones. I'd probably go ahead and make it mouse controlled.
When the ORIGINAL dev compliments you, you know you've done a good job!
Hear hear!
WOW.
love it when they do that instead of going "get the hell out" and hitting you with a C&D or whatever
Either that, or you're the only person left doing it
Don't sell yourself short- 4 weeks to port this game is an absolutely impressive timeline. Bravo, looks great! I would also volunteer that the music actually sounds BETTER on your version.
Not to mention on a machine that's far less powerful. It's truly impressive
4 weeks to get something that originally ran on a 32-bit 486, working more or less intact on a 6502 is pretty impressive.
This right here, not only did you port the game to a less powerful system, but you did it in ASM, in 4 weeks, music, GFX and even added your own features. That is an incredible amount of work accomplished in a really short amount of time.
@@WelshProgrammer To be fair, someone else ported the music for him, but it's still an impressive feat.
@@WelshProgrammer to be fair your over emphasizing the impressiveness as the code for the game was simple even for a 486, stop your david l butt hole sniffing your nose is already brown
"Brings back memories." My friend, you sent Tran back into the happy place in his mind with your game port. He didn't say it, but that statement for a programmer is them experiencing pure nostalgia. You definitely made Tran very happy with this.
Not only someone remembered the game he partly made 30ish years ago, but want to port it? It REALLY made his whole day, if not year. (Im assuming, but its a safe bet)
The main reason why ports take less time than creating a new game is that when you create a port, you know exactly what you're going to do.. in the case of a new game, you have to invent things first, then you have to implement them, test them if they work, and if not, change them and test them again.. this is the process that takes the most time..
A port in my world starts from same code base. This is in my world not a port.
@@AndersHolck Well it's a good thing that your opinion isn't shared by the thousands of hardworking programmers that have created new code to port games to other platforms. Otherwise virtually nothing would ever have been ported.
What a stupid, conceited worldview. You should be ashamed of yourself.
Sounds like a bloody nightmare!
True, but my port of the PC version of Rick Dangerous 2 did take quite a while, and certainly more than 4 weeks, as it is a much more complex game.
@@bruwin i believe you totally misunderstood my statement. By the way, been a hard-working developer myself for over 30 years. Porting or rewriting games between platforms, scene, demos etc. So, guess you're fired.
Watching an 8-Bit Guy Video is always a special treat.
Yep
Based opinion
I agree.
He doesn’t post often, but when he does, it’s always worth the watch.
@@DatFoxGamin based pfp
Good on you for referencing Columns! I'm amazed how many people made XIXIT clones when it was just a clone of Columns with no real gameplay changes.
I grew up knowing it as Magic Jewelry
Love these game development videos. I thoroughly enjoy all your history and restoration videos, but your game development videos are still my favorite.
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Dat game music stayed with me till today. Everyone knows how scarce games were before internet distribution and games that hit you right there in the emotion were treasured.
Great job on porting!
Thank you for your hard work!
There's another VERY replay-ability-able game, Rock'n'Roll, on Amiga, and it'd be great to see this game perform on X16! The music is also pretty cool! :)
Whoa -- the music!! The FM-synth version actually sounds *better* than the original, IMHO!
Yeah, just what I wanted to write just now!
I honestly didn't think you could get that sort of quality from FM.
i agree
Are you insane? Perhaps we just have very different tastes. I think the DOS version not only sounds better, but the X16 version doesn't really sound anything like it. In the DOS version, you can hear very distinctly, multiple instruments being played at the same time.
I just assume when/if the X16 gets a good tracker, this can be fixed.
@@Akira625 EDIT: This is not true. I misunderstood FM and everything that follows is based on a false premise. Sorry about that. END EDIT But isn't FM capable of playing back anything? Like a wave file in DOS, the Sound Blaster can play back captured CD sound. A 100 piece orchestra could be played back.
Well done David! And nico on the music port! Speaking of the music, the original composer, Andrew Sega (a.k.a. necros in the demoscene) is one of the best composers out there. Well worth checking out his other work both in games and in bands / solo projects
I had a chance to meet him, super nice guy too!
I'm more familiar with his work with band Iris (sadly disbanded now). Damn great composer :)
@@MrRaivokasMagma Yeah, Iris were great. Was so sad when they disbanded 😟
In the 80s, when I was at a Grateful Dead concert, I definitely took a port of Xixit to the X16.
Jerry has that effect on people.
Bruh, same except it was Phish.
Wow, my childhood was filled with releases by Tran. Kaeon was another that I only re-found recently after asking around on Reddit based on vague memories of a space and forest themed level design. And the Black Glass demos were often music background when I was in my room.
+1 for Black Glass reference
Love it! You know what I'd like to see even more? A (long form) code walkthrough. I'm very interested in your code architecture and some of your routines. Would be very educational.
Most of the makers of the Chronicles of Riddick: Escape from Butcher Bay had backgrounds from the demoscene. In addition to being one of the best movie tie-in games of all time, it's also extremely impressive technically back then (this game actually predates Half-Life 2).
Hearing you talk about sprites reminded me about when i was in college for game design, and I made a couple games in game maker. The final game me and my partner made was called Octospace, we didn't have a decent amount of time to do artwork so we ended up using a few sprites from game maker. I still have it on an external hard drive somewhere.
👆Your message are useful but follow the easy way of making incomeTell Andrei jikh i referred you👆✍️
Regarding demoscene crews making games, Remedy Entertainment (Max Payne, Alan Wake, Control) was founded by members of Future Crew, creators of one of the demos shown at the beginning of this video.
Ohhh, that soundtrack remake sounds sweet.
I played this game back in the 90s at MSDOS - i used hours on it, i did not realize until I saw the video, but i remember now. I did not remember the name of it but it was clearly that game :) fun times.
Wow, seeing Paint Shop Pro really takes me back. I always wonder what would've come of it if Jasc had stayed around and continued to build it up.
Same. PSP was the tits
I still use PSP 7 for everything related to editing pictures, resizing, color, everything. I'm so used to it, it works, I never bothered trying to learn more advanced programs.
And for audio I still use Goldwave to edit or reecord, and Winamp to listen to mp3 hahaha.
@@pelgervampireduck wow, winamp. The memories come back. I designed my own decals and sent them to a computer magazine that chose the best and gave them on a disc monthly.
Thank you for bringing it back to me
I loved PSP for it's ability to mix Vector and Bitmaps layers in the one image.
I used it a lot and bought after Corel took it over I bought the latest version as it had some great features. It was unreliable and kept crashing. I didn't want to move to Photoshop so instead went down the GIMP/Inkscape route. Works for my simple needs but I do miss the workflow from PSP.
Sidenote: I did an evening course on Photoshop after using PSP for a couple of years and it's workflow felt completely wrong. Kind of made me realise why people don't want to switch software as they know how to be productive with the tools they have and switching means unlearning all that and learning a new workflow.
I miss it. I remember it having such a slick interface for getting things done quickly. Switching to Gimp felt like a step backwards because the interface puts unnecessary extra steps in your way.
Without sharing too much, I used to create Mortal Kombat II custom fatalities as .flv files using Paint Shop Pro and PC Paint years and years ago. I even took custom orders from my friends. Ah... Simpler times. I miss those days! Amazing video too. I guiltily watch a lot of your content and reminisce. Great work! Nice shop. I'm jealous.
"Took custom orders from my friends" My man, hooking a brother up.
It's pretty cool watching game development content on The 8-Bit Guy! Quite multi-talented - I'm impressed with what you did on the X16 and I'm looking forward to more videos like this!
Amazing Video. Still Impressed when people still develop in Assembly. Would love to know this too.
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Paint Shop Pro is a great choice and is my daily driver for making graphics. I use version 7.04. Extra bonus feature of the program: It has no EXIF implementation, so if you save all your images with it before uploading them, pictures of your murders and various other atrocities won't easily allow the authorities to find you by the location data embedded in most contemporary phone and digital camera images.
You guys did an excellent job with this port.
Doing this in assembly language wouldn't be easy either.
The porting of the music was well done too.
Great work!
This is a wonderful demonstration of some of the challenges and creativity that came with porting games back in the day. Nowadays the main consoles and PCs all have very similar hardware and capabilities, but back in the 90s two systems would have wildly different internals with very different capabilities. Some things straight up were not possible to port over and other things required getting creative. It led to some incredible pieces of coding as programmers worked to utilize every trick in the book to squeeze what they wanted out of the hardware available.
The demoscene was and remains one of the coolest things to ever emerge out of coding. Pushing hardware limitations into an artform and creating some absolutely wild things. A personal favorite of mine being .Kkrieger. An FPS with some rather impressive visuals that fits in only a couple of kilobytes of storage!
Awesome work. You have gone above and beyond to make that port as close to the original as possible. Btw. you should have a look at "TRSE" (Turbo Rascal Syntax Error). It's an IDE written by Democoders to create software for old systems (C64, NES, C128, ...) with a pascal like syntax. Much easier to code then assembler and most of the hardware-specific memory locations are also mapped to variables.
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Impressive result Dave, i been following your posts in the X15 Facebook group :)
Wow. What an amazing job you peeps did!
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A very solid port and nice summary of how you got past the various challenges. You are spot on with the recommendation for programmers who are learning to start with a game with simple mechanics, it allows you to make a completed game sooner and learn about all of the supplementary things you need in every game to finish them off.
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Great work. Impressive what you can do with an 6502.
Congratulations David. You are the inspiration for me as a programmer.
Amazing work. Pretty much all of the changes made, are for the better, imo. I am just amazed at the amount of work you guys are putting into this!!
The in game manual mentions they used Watcom C and a specific version of Assembly. Rather interesting what they put into that in game manual/help screens.
I'm assuming thats due to their roots in the demo scene. Or just the general vibe of software development at the time, especially if they got started in the 1980s, where you would find programs printed in magazines.
“ One of the first PC games to actually look as good as an arcade machine of the era”
This is the point I always try to make when people wonder what happened to arcades. The atmosphere of an arcade may have been amazing, but the main draw was that you couldn’t get graphics anywhere near an arcade at home… That’s just not true anymore
That is so sweet that the original creator of that game message you and gave you praise I mean I worked really hard on this Creation in a video game called space engineers and I made a fully working fallout New Vegas flatbed truck and it's really hard to create something that works really really really well in space engineers it is a physics engine pretty much on steroids and I told a TH-camr that his video inspired me to do it and he gave me praise and I was smiling for the rest of that week so it was a real life changing experience
5:25 That x16 version is so incredible.. This whole "labor of love" project is full frontal, awesome.
Your work is so inspiring. I think this channel is one of the best I’ve seen.
Very cool trick to get the backgrounds working! Awesome video, would love to see more like this.
Wow! You did it the way pretty much like old-school game developers. It's like feeling yourself young again!
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This is super cool and I'm glad it turned out this well! Looks awesome, and I'm always excited to see what's next from you.
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Impressive. Makes me wonder if the X16 is going to stay a tiny little niche platform, or grow into a decent-sized ecosystem.
Unbelievable that you got this running on a 6502!
Compliments for this huge job.....very impressive!!!
Great video David! Xixit looks like a fun game. Hope your 2023 is going well so far.
that snowing one looks like the commodore vic 20 christmas demo you talked about
*C64 I think
You're quite talented. I've been a programmer for more than 30 years. I appreciate the effort involved.
Hats off to Nicco1690 for such a fantastic job converting that music
Also, David, maybe you could just slow the animation speed of the backgrounds to make them less distracting.
Wow Tran, he's still around. Cool!
I'm surprised too, considering the stories I heard about him :D
Nice work! A game I liked from my Amiga days that I recreated in part, was a Tetris style game where every time you completed a line, it reveals more of a background image. You move on when you have the complete image and get a new one. It was a fun way to do things. Some of the original images were designed so that, in one example, it looked like the sexy body of a female as the image was slowly revealed from bottom to top until get get near the top and realize, it's actually a candle and some of those curves were blobs of wax on it. Fun game.
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0:45 Wrong! Columns was created for an HP workstation, then it was ported to MS-DOS and Windows before it was sold to Sega to make the Arcade version.
Very Impressive, I can't get over how well the music turned out!
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I first saw "I made a port of XINIT to the X16" :D Love your videos, thanks!
Absolutely love this type of video!!! Please more programming stuff.
Wow dude, you put a LOT of work into that. Awesome results! I think I like the new music better too.
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I felt this is a good port, I would ever appreciate to look forward for porting more Games to X16.
Edit: I did made a Andres Plays video recently for playing the Xixit X16 Port!
Thank you for showcasing the use of Furnace Tracker in Commander X16 development! This open-source project is still in development and helps are appreciated!
Xixit is one game that I've been trying to aquire a copy of for years to no avail. The closest you can come to a common release is Chain Reaction but that version completely redoes the soundtrack and dammit I want my demoscene sounds.
Very impressive David! Amazing Job!!
Awesome job. Thank you for sharing that with us.
My initial interest in the Commander was mildly curious, but videos like this are changing that, and I'm probably going to download the emulator the first chance I get.
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Btw - Future Crew built the first version of what would become Epic Pinball for the PC
future crew morphed into remedy sort of.
anyway who would become digital extremes wrote epic pinball, supposedly with some input from fc guys or something like that.
plenty of demoscene coders ended up in the industry though
Remedy wasn't just Future Crew, they asked all kinds of demo groups to join them.
Wasn't James Schmalz the one who worked on Epic Pinball? He had no affiliations with Future Crew, and end up establishing Digital Extremes.
From the credits, FC's involvement is minimal.
@@MakotoIchinose They had an unfinished pinball game demo. Tim Sweeney couldn’t convince them to join Epic, so Schmalz built a new version from scratch.
Without the FC, I doubt that Epic would have built it.
AFAIK after seeing Final Reality, Tim Sweeney was so impressed he wanted to hire the Future Crew. They showed him a pinball game demo they've been making, but they didn't want Epic Games to finish it, so they hired Schmalz to make one from scratch. He did it in 9 months, pure assembly, while in college
This is a really well done and well paced video, thank you.
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I'm deeply impressed with your skills level. Love it.
4 weeks to do this in assembly is absolutely mind boggling! Excellent work man. I can't wait to someday get myself a real Commander X16! Also, if you ever want something like a nice retro style walnut case for your X16, I'd love to make it! I'm a woodworker in my spare time.
That Xixit soundtrack ran on my headphones for hours! Soooo many hours! And I think, it will again…
Super fun and addicting. The background animations are great. I had a hard time trying to stop playing. ha ha. Runs well on the emulator. Thanks.
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This was the video that introduced me to Xixit. Given it was released years before I was born, I of course had never heard of it, so this video had me curious. And now I love playing this game, it's surprisingly fun and addictive for such a simple game
I used to love playing Columns as a child. I was poor and wasn't allowed to leave the house much. It was one of the only games I had. I used to spent all day playing it more times than I can count. Most of early summer breaks were playing that.Sometimes I would just listen to the music.
Many game developers especially in Northern Europe started from demoscene, example the companies Housemarque and Remedy Entertainment (0:11 Future Crew demo) from Finland, and DICE from Sweden. Also, the company IO Interactive has it's origins in demoscene, as well as Jesper Kyd (composer), both from Denmark.
Don't forget Starbreeze Studios (formerly Triton)!
@@bitwizeThanks! Didn't know they were also from demoscene
Huh, didn't know Kyd was from demo scene, but it really does make sense.
Normally in a game like this once the sprites were settled, you redraw them in the background layer to free of your sprite objects for other effects, though I'm sure it makes it simpler when the hardware has that may sprites.
Yes, it does.. It almost felt like cheating to use that many. But the machine can do 128 sprites, so why not?
@@The8BitGuy You could use the freed up sprites for the original explosions.
@@johndododoe1411 he was kinda speedrunning making it lol
I miss the old content, repairs, old tech review, retrobrite etc.
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That's really quick for such a high quality port! Well done! That fm music, I actually prefer it over the original!
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Home run! Alway love an 8-Bit Guy video!
1:37 HWHILE made me remember of the cool HWHIP gag from family guy
It's quite amazing that you have gotten very nearly every the original 486 game running in a something effectively slightly less powerful than a 286, something more akin to a souped up Commodore 64 with an REU or SuperCPU.
Albeit with a far nicer video card for these sort of games than was common for 286 systems, maybe something like an Amiga almost?
And in just 4 weeks! On a system you had a very large part in creating. Your work ethic and brilliance is an inspiration, no joke.
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Nice to see you using Paint Shop Pro 6. My 1998 version of Paint Shop Pro 5 is still my go-to basic photo editor.
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Awesome work mate. Always great to see
loved the making a game port overview. I would definitely be keen to watch a deeper dive.
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On the PC with original vga anything with 256 colors over 320x200 required messing with the display registers directly and among other things disabling the automated bank controls. Those extra 40 lines required a bunch of extra coding, SWIV 3D went all the way up to 320x400 which is the highest you could go and double buffer on classic vga.
Indeed. I actually asked Tran why he used the 240 mode in Xixit and he just said "because it looked better." I thought that was a lot of extra work for 40 more lines of screen resolution. But he gets my respect for putting in the extra polish on things like that!
I clearly remember using a mod player that used this mode, and it kinda looked like a demo.
I believe 320x240 gave you square pixels... Thank God we never went back to pixels that are not actually _square_ ;)
@@donerlando9949 Yes! VGA would output either 400 or 480 lines with 200 lines modes scanning lines twice to get 400. 240 was never a standard mode but you can see how the right register tweaks allowed it. It was 320x240 > 64k that made it tough as you has to mess with the bank registers.
Congratulations! What a cool accomplishment! Huge respect!
🤦♂️😂😂😂 I had not started the video and was just so amazed by the title that you ported x-init! Looks like I got ahead of myself 😂😂 either way I’m sure the game port is cool too.
Wow! That music recomposition is brilliant! Could have fooled me, I'd have just thought it was an even higher sample rate than the original. Bravo!
This is a very cool project and I hope to be able to buy an X16 soon. It gets more and more interesting every day.
On the plasma, you might have gotten away with scrolling a repeating pattern on that layer while you were cycling the colors. This might have taken less time at least!
Update: My X16 came in yesterday and the first thing I did was play enough Quarx (the title of this port) to roll over the level counter.
Man, I used to play this game A LOT back in the day. Great job with the port!
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Well done sir. Can't wait to see the x16 in the wild
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Always a joy to watch your enthousiasm for retro computing
You say it turned out "pretty good". Dude! You are porting a game developed for a i486, a 32-bit CPU to a freaking 8-bit 6502! This is a fantastic port! I'm staggered at the work you've done!
Is a very simple game, any 8-16 bits machine can do this.
Does look good and the music is an evolution from the original. Great work David. 4 weeks IS impressive.
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Very nice!! I am really looking forward to the X16 launch.
I love this kind of stuff
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Wow. Just wow! Well done indeed! That 8-bit block set is my favourite! Oddly enough this game reminds me of Popcap's Bejeweled Classic that I sometimes play on the iPad as a casual no-brainer fun game!
The X16 port of the music, tbh, sounds better and more "alive" than the original mod file. Great work!
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Wow amazing job on the music reproduction to the artist
Congratulations, you have done a Tiertex job.
Almost all artists are perfectionists when it comes to their own products. Like Evan says, don't sell yourself short! As a "musician" (I just like to play guitar a lot lol), I should have a dozen albums out by age 44 but I always think my ideas suck. David, you rock. Never forget it!
-4A 41 53 4F 4E
Excellent work. This game looks great and amazingly playable. Just goes to show, time spent programming vs playability isn't always a 1 to 1 trade-off.
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Ha, cool that you got a nice reply from the OG of this game!
Dude, that's like my FAVORITE Tetris style game!! There is literally nothing better!
I love the music from Columns, it's one of my all time favorite games.
Yes. Always start with something simple like tic tac toe or similar when learning to code!
Looking forward to the X16. The time put into the hardware is amazing to me. I'm pretty impressed.
Something else I want to ask is can there be another Planet X game for the X16? After all, it has so much you need to make that possible, right?
I've thought a lot about making a Planet-X series game.. but if I did, it would be quite a bit more advanced that the previous ones. I'd probably go ahead and make it mouse controlled.
Fun stuff! Looking forward to launch day for the production hardware.
I really hope the Commander X16 takes off